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On 05/08/07, Marko Lindqvist <[EMAIL PROTECTED]> wrote:
>
> And yes, some of the updates I made to this patch for trunk version
> should be backported to S2_1 patch.
Here
- ML

diff -Nurd -X.diff_ignore freeciv/doc/README.graphics freeciv/doc/README.graphics
--- freeciv/doc/README.graphics 2007-03-05 19:13:43.000000000 +0200
+++ freeciv/doc/README.graphics 2007-08-09 20:40:37.000000000 +0300
@@ -69,15 +69,23 @@
Strings (enclosed in "")
------------------------
- options : A capability string, currently "+tilespec3"
+ options : A capability string, currently "+tilespec4"
name : the name of the tileset
city_names_font : an X font string
city_productions_font : an X font string
main_intro_file : GFX file for the intro graphics
minimap_intro_file : GFX file for the radar screen intro graphics
+ String vectors
+ --------------
+ prefered_themes : List of prefered client themes to use with this
+ tileset
+
Integers
--------
+ priority : when user does not specify tileset, client
+ automatically loads available compatible tileset
+ with highest priority.
normal_tile_width : the width of terrain tiles
normal_tile_height : the height of terrain tiles
small_tile_width : the width of icon sprites
@@ -93,13 +101,11 @@
directions. There are thus 256 road and 256
rail sprites (64 for a hex tileset).
fogstyle : Specifies how fog is drawn.
- 0 : A single fog sprite is drawn on top of all
+ 0 : Code automatically adds fog.
+ 1 : A single fog sprite is drawn on top of all
other sprites for fogged tiles. The
tx.fog sprite is used for this.
- 1 : Each sprite for a fogged tile is drawn fogged.
- The tx.fog sprite may be used for the fog
- drawing (but clipped by the mask of the
- underlying sprite).
+ 2 : No fog, or fog from darkness_style = 4.
darkness_style : Specifies how "encroaching darkness" is drawn.
0 : No darkness.
1 : A single sprite can be split into 4 parts, each
@@ -111,10 +117,15 @@
3 : The sprite is chosen based on the vector sum of
the darkness in all 4 cardinal directions. 15
different sprites are needed.
- flag_offset_x : Gives an offset from the tile origin at which to
- flag_offset_y draw flags behind units and cities. With isometric
- tilesets this should be non-zero so that the flag
- is placed correctly behind the unit/city.
+ 4 : Corner darkness & fog, 81 sprites needed.
+ unit_flag_offset_x : Gives an offset from the tile origin at which to
+ unit_flag_offset_y draw flags behind units or cities. With isometric
+ city_flag_offset_x tilesets this should be non-zero so that the flag
+ city_flag_offset_y is placed correctly behind the unit/city.
+ unit_offset_x : Gives an offset from the tile origin at which to
+ unit_offset_y draw units.
+ citybar_offset_y : Gives an offset from city tile origin at which to
+ draw citybar text.
hex_side : When is_hex is specified (see is_hex, below), this
value gives the length of the "extra" side of the
hexagon. This extra side will be on the top/bottom
@@ -131,6 +142,8 @@
"normal" dimensions of 64x32 with a hex_side of 16
for an iso-hex tileset will give hexagons of size
48x32.
+ city_names_font_size : Font size used in drawing city name
+ city_production_font_size : Font size used in drawing city production
Booleans (0 or 1)
-----------------
@@ -139,6 +152,8 @@
is also specified then you have an iso-hex tileset.
Hex tilesets should be used with topologies 8-11 and
iso-hex tilesets with topologies 12-15.
+ is_mountainous : set to 1 for blending hills and mountains together.
+ is_full_citybar : set to 1 to enable citybar.
String lists (a comma-separated list of strings)
------------------------------------------------
@@ -165,10 +180,16 @@
Blending is drawn on top of the first layer (see
below).
The blending mask has sprite t.dither_tile.
+ mine_sprite : Mine sprite for this terrain.
num_layers : The number of layers in the terrain. This value
must be either 1 or 2. Each layer is drawn
separately. The layerN options below control the
drawing of each layer (N should be either 0 or 1).
+ layerN_is_tall : Left right corner of terrain sprites is not based
+ on normal_tile_width and normal_tile_height, but
+ to corner of the full tile.
+ layerN_offset_x : Offset for terrain sprites
+ layerN_offset_y
layerN_match_type : If 0 or unset, no terrain matching will be done and
the base sprite will be drawn for the terrain. If
non-zero, then terrain matching will be done. A
@@ -190,7 +211,7 @@
method breaks the tile up into 4 rectangles. Each
rectangular cell is adjacent to 3 different tiles.
Each adjacency is matched, giving 8 different sprites
- for each of the 4 cells.
+ for each of the 4 cells. This cell_type is "rect".
Additionally the top-level tilespec file should contain information about
the drawing of each layer. This is needed because the way each layer is